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authorpete318 <pete318@hotmail.com>2015-07-25 16:34:19 +0000
committerr00ty <pete318@hotmail.com>2015-09-22 21:33:57 +0200
commitdcb7082277447c21b11c4a1d59f105fa342c172e (patch)
treecdfbcfb3f9019499f4c2ffe1540f88b13122e414 /src/server/game/Pools/PoolMgr.cpp
parent0427870585f873b724b068541a933cdd68fa35a0 (diff)
Map local guids 6.x -> 3.3.35:
Implemented: https://github.com/TrinityCore/TrinityCore/commit/ca83e14f8b141fab0a13e08f48fca6c1ace0c4c7 https://github.com/TrinityCore/TrinityCore/commit/ee1c1b97be4492ecabe8b15ea6323fc37e4eaa8c https://github.com/TrinityCore/TrinityCore/commit/18e4ab6911468b829b0fc768e532a770263c3717 https://github.com/TrinityCore/TrinityCore/commit/bf37446b3c2ed73b4d3aa9e227d3eff5c53b378b https://github.com/TrinityCore/TrinityCore/commit/cb854a2b7bb7bd96cf9c4d1daf3789f797bf4db8 * This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396e * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update * Added new function to return but not increment guid * Adjusted .debug loadcells to show low guid in map before/after load * Added debug messages for creature spawn/destroy, for map guid debugging * Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
Diffstat (limited to 'src/server/game/Pools/PoolMgr.cpp')
-rw-r--r--src/server/game/Pools/PoolMgr.cpp38
1 files changed, 26 insertions, 12 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index 3f561539917..8f3d4a758f3 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -221,8 +221,17 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
- if (Creature* creature = ObjectAccessor::GetObjectInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, guid), (Creature*)NULL))
- creature->AddObjectToRemoveList();
+ Map* map = sMapMgr->CreateBaseMap(data->mapid);
+ if (!map->Instanceable())
+ {
+ auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
+ for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
+ {
+ Creature* creature = itr->second;
+ ++itr;
+ creature->AddObjectToRemoveList();
+ }
+ }
}
}
@@ -234,8 +243,17 @@ void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
- if (GameObject* pGameobject = ObjectAccessor::GetObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid), (GameObject*)NULL))
- pGameobject->AddObjectToRemoveList();
+ Map* map = sMapMgr->CreateBaseMap(data->mapid);
+ if (!map->Instanceable())
+ {
+ auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
+ for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
+ {
+ GameObject* go = itr->second;
+ ++itr;
+ go->AddObjectToRemoveList();
+ }
+ }
}
}
@@ -507,20 +525,16 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
// Method that does the respawn job on the specified creature
template <>
-void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
+void PoolGroup<Creature>::ReSpawn1Object(PoolObject* /*obj*/)
{
- if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
- if (Creature* creature = ObjectAccessor::GetObjectInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, obj->guid), (Creature*)NULL))
- creature->GetMap()->AddToMap(creature);
+ // Creature is still on map, nothing to do
}
// Method that does the respawn job on the specified gameobject
template <>
-void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
+void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* /*obj*/)
{
- if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid))
- if (GameObject* pGameobject = ObjectAccessor::GetObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid), (GameObject*)NULL))
- pGameobject->GetMap()->AddToMap(pGameobject);
+ // GameObject is still on map, nothing to do
}
// Nothing to do for a child Pool